Civilization V - First Patch Released

- "Fix for production prompt that sometimes appears with newly created puppet states that could stop the player from being able to end the turn." - Good they fixed that one since I've personally experienced this.

- "Aircraft banner corrections - now when you rebase an aircraft, the number will move with it." - Again, same as above.

- "The Annex/Puppet/Raze popup now indicates how much extra Unhappiness will be assumed with each action." - Was actually asked this question by a guildie, and I didn't know the answer. Now I won't need to.

- "Economy - Fixed bug where players could disband a single unit, and not see the economic return until disbanding 1 more. " - That's a pretty bad bug.. it explains why when I disbanded units it appeared nothing occurred...

- "Economy - Increased city wealth setting to 25% " - Noticed this was less than the Science setting. Means money will be easier to make now when in dire need of cashflow.

- "Economy - Multiple fixes to the way trade-routes are tabulated and recognized." - I often encounter issues when setting up ocean trade routes so this is welcome news.

- "Economy - Can now sell Buildings in a city (to help lower maintenance for obsolete buildings later in the game). " - Just like the old Civ, you can sell buildings now, yay!

- "Workers - Priority of trading posts reduced, and rebalanced priorities on other improvements " - I noticed if you automate workers they tend to like doing this a lot... not anymore.

"Map - Terrain caching fix that could cause problems for certain video cards (the "glowing red orbs" seen on the map are an indicator of this)." - I think I encountered these so hopefully it is fixed as they say.

Overall a lot of changes to make running an economy easier (which I had heaps of trouble in my last game) so I can say that it's a thumbs up from me for the most recent patch!

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